Previously, every individual particle on a server is sent to, and rendered by
(even if not actually visible), every client regardless of distance. This
significantly reduces client FPS and creates unnecessary network traffic.
Maximum distance is set by 'max block send distance' as this determines how far
a client is able to see.
Also disable CavesRandomWalk at a safer distance from caverns.
Excavating liquids in cavern code is unnecessary as in practice we are already
successfully disabling the generation of liquid caves that could intersect
with caverns and cause excessive amounts of spreading liquids in caverns.
However to be safer this commit now disables liquid caves at a larger distance
from caverns, to compensate for liquid caves being able to generate up to a
mapblock beyond a mapchunk border.
Not excavating liquids in cavern code also allows a feature i am working on in
experimental new core mapgens, but also allows for more flexibility in future.
* Move KeyList & InputHandler from game.h to client/inputhandler.h
We have a header for inputs, move inputhandler class & related keylist object to it
Also introduce a cpp file for MyEventReceiver::OnEvent function in inputhandler.h because a so huge function doesn't needs to be inlined
* Pass clang-format on inputhandler.{cpp,h} (compatible)
- Split movement keys into separate entries.
- Increase buffer size due to the above change.
- Change capitalisation.
- Remove code-style violating white spaces.
* Rework escape/pause menu
- Remove build information
- Use current controls instead of default controls
- Add information about the current server in place of the build information
- Add text saying the game is paused to if in singleplayer mode.
rework pause/escape menu
* improve consistency + display server_name
* read_schematic_replacements: ensure fields are strings
add a type check before reading strings on read_schematic_replacements deserializer
* throw LuaError instead of asserting the whole client
Recent commit 45ab62d6a3d90ab3b97aec88251a766cb5dd1899 had a coding error that
made climbing out of water difficult due to an incorrect value of the step height
when not 'touching ground'.
It also incorrectly multiplied the custom stepheight by BS, resulting in being
able to step-up 2 nodes if set to the default of 0.6, or even 0.3.
Also the implementation was wrong because it customised the step height when
not 'touching ground', this step height is for a slight rise when catching the
edge of a node during a jump, and should always remain at 0.2 * BS.
Also remove hardcoded MTGame node.
The 'water surface shader' was duplicated shader code in preparation for
intended new water surface shaders. For development purposes the MTGame node
'default:water_source' had it's top tile assigned to 'water surface shader'.
Due to shader duplication this commit does not cause any change to shader
behaviour.
* Player attrs: permits to remove an attribute by setting value to nil
When doing player:set_attribute("attr", nil) remove attribute
Also remove a useless check on C++ API part (already done by checkplayer)
Fix#5709
Recent commit b6f4a9c7e1a4f0bac66fd6f6ff844425ac775975 removed a hardcoded
player collisionbox which resulted on falling back to an incorrect default.
This stopped players walking through 2-node high spaces and made the player
slightly wider.
Improve docs for custom player collisionbox feature and reformat nearby lines.
This unifies the settings APIs.
This also unifies the sync and async registration APIs, since the async
registration API did not support adding non-functions to the API table.
Default true.
Add 'm_clouds_enabled' bool to sky.h, set from new bool in 'set sky' API.
Make 'getCloudsVisible()' depend on 'm_clouds_enabled' instead of
'm_visible' (whether normal sky is visible).
* Optimize updateFastFaceRow processing by removing some TileSpec copy
It permit to decrease this function from 54% runtime to 45% and reduce copy from 14% runtime to 12.5%
getTileInfo also reduced from 27% to 23%
* makeFastFace should use a const ref too
this trigger a const pointer need in the underlying function
Also fix some code style and prevent calculating 4 times the same position at a point
* Reduce a comparison cost for lights in updateFastFaceRow
Instead of create fake events on the stack on each loop call (Game::run), verify is queue is empty or not and handle event directly if there is.
This prevents fake ClientEvent creation & memory allocations
Same fix is also applied on ClientEnvironment, & rename getClientEvent to getClientEnvEvent to match ClientEnvEvent object
Despite the split of TileSpec into TileDef and TileLayer, the
TileLayer struct is still 66 bytes large, and doesn't fit in
a single cacheline.
I'm moving the color member to cacheline 2, in the hope that it
is less used and the compiler loads all the hot members in a single
cacheline instead. Only color sits now in cacheline 2, all the
other members are in cacheline 1.
Note: is_color is probably rarely set, most nodes will likely
not use hardware coloring, but this may change in the future.
Ideally, this class is shrunk to 64 bytes.
Torches are dug instantly again.
When the digging time is 0, a delay of 0.15 seconds is added between digging nodes. If the left mouse button is released, the delay is set to 0, thus click-digging.
We introduce a new value for "waving" - 2:
0 - waving disabled
1 - wave like a plant
2 - wave like a leave
Plantlike nodes will only allow waving = 1, but for leaves we will
permit both 1 and 2 since current minetest_game sets it to 1 for
all leaves. This makes it somewhat backwards compatible.
For mesh and nodebox, values 1 and 2 are both valid, and the node
can wave in both fashions as desired.
I've tested this with the crops:corn plants, which are mesh nodes,
and the results are really good. The code change is trivial as
well, so I've opted to document the waving parameter in lua_api.txt
because it was missing from there.
Nodeboxes likely will not wave properly unless waving = 2. However
it's possible that waving=1 may be desired by some mod developers
for geometries I have not tried, so the code will not prohibit
either value for mesh and nodebox drawtypes.
Add lua_api.txt documentation for this feature and document both
the existing functionality and the expansion to mesh and nodebox
drawtypes.
Client: Don't send `TOSERVER_RECEIVED_MEDIA` since it's not used anymore
Server: Handle `TOSERVER_RECEIVED_MEDIA` using `Server::handleCommand_Deprecated`
* Remove redundant view_bobbing setting
Also fixes bug where disabling view_bobbing disables footstep sounds.
* Removes redundant view_bobbing setting
Setting view_bobbing amount to 0 is now the only way to
turn view_bobbing on and off. Also fixed a bug where footstep
sounds would not play when view_bobbing was disabled.
* Fix various performance issues reported by cppcheck + code style (CI)
* Make CI happy with code style on master
* guiFileSelectMenu: remove useless includes
* some performance fixes pointed by cppcheck
* remove some useless casts
* TextDest: remove unused setFormSpec function
* Fix various iterator post-increment reported by cppcheck
* Player data to Database
Add player data into databases (SQLite3 & PG only)
PostgreSQL & SQLite: better POO Design for databases
Add --migrate-players argument to server + deprecation warning
* Remove players directory if empty
Fix crash caused by destructor 'delete' on noise objects that are not
created due to mapgen options.
Crash was caused by commit 57eaf62c697cec91890d9cb28d10385d293d2d3f
The 'sneak glitch' physics override now controls whether a player can
use the new move code replications of the old sneak side-effects:
sneak ladders and 2 node sneak jump. This completes our intention to
replicate the old sneak side-effects in new code and provide them as
an option that is disabled by default.
This callback is called if a liquid definitely floods a non-air
node on the map. The callback arguments are (pos, oldnode, newnode)
and can return a `bool` value indicating whether flooding the
node should be cancelled (`return true` will prevent the node
from flooding).
Documentation is added, the callback function was tested with a
modified minetest_game.
Note that `return true` will likely cause the node's `on_flood()`
callback to be called every second until the node gets removed,
so care must be taken to prevent many callbacks from using this
return value. The current default liquid update interval is 1.0
seconds, which isn't unmanageable.
The larger aim of this patch is to remove the lava cooling ABM,
which is a significant cost to idle servers that have lava on their
map. This callback will be much more efficient.
if mod is a reference to a class member a variable swap breaks.
We should find a way to keep this const ref if possible.
Added a comment about this in header
* Make CI happy with code style on master
* guiFileSelectMenu: remove useless includes
* some performance fixes pointed by cppcheck
* remove some useless casts
* TextDest: remove unused setFormSpec function
This is not really different from the light update of a voxel
manipulator. This update does not assume that the lighting was correct
before, therefore it is useful for correction.
Also expose this function to the Lua API for light correction, and
allow voxel manipulators not to update the light.
I play with the TAB key bound to the inventory. However, the
code here assumes that TAB means "close formspec" in all contexts,
including the main menu. This causes my game to exit when I attempt
to TAB in between USERNAME and PASSWORD fields.
We know when m_client != NULL that the game is a client game and
not in the main menu, and then it's OK to use the INVENTORY bound
key to exit the formspec, since it's not the main menu.
Cache size is configurable by the meshgen_block_cache_size (default 20 MB).
New profiler stats:
- MeshUpdateQueue MapBlock cache hit %
- MeshUpdateQueue MapBlock cache size kB
Removes one type of stutter that was seen on the client when received MapBlocks
were being handled. (the "MeshMakeData::fill" stutter)
Kind of related to at least #5239
Originally preceded by these commits, now includes them:
- Move the mesh generator thread into src/mesh_generator_thread.{cpp,h}
- mesh_generator_thread.cpp: Update code style
- MeshUpdateThread: Modify interface to house a different implementation: Actual functionality will be changed by next commits.
- MeshMakeData: Add fillBlockData() interface (so that caller can fill in stuff from eg. a MapBlock cache)
Temporary option for the old move code for specific old sneak behaviour.
Enabled by setting the added 'new move' physics override to false.
By default 'new move' is true.
* Resource leak: CHECK_FILE_ERR returns, without freeing chunk_name.
Found with static analysis.
* Resource leak: leaks `page` on error path.
Found with static analysis.
* Fix progressbar for Android
Fixes#5599Fixed#5403
* draw_load_screen: use texturesource
this permits to unify texture loading code
* scale progress bar
* Add gl version check for GL_OES_texture_npot. This fixed the texture on loading screen
* Remove two sanity checks pointed by @celeron55
* sfan5 comments + android ratio fixes
* [CSM] Add function to set minimap shape
Also deprecates `toggle_shape`.
* Oh fish, I messed that one up!
* Fix Style
* Sorry, I missed something
I still had the `luamethod` call in there!
* Add getters
* Remove extra line
* Remove useless variable
Please review again @nerzhul . Thanks!
* Satisfy nerzhul
Re-creates the old sneak-jump behaviour in new code.
Enabled by the 'sneak glitch' physics override.
When a ledge is detected the jump speed modifier is set to the larger
of 'physics override jump' and 1.3 to allow a 2-node climb-up.
An unexpected side-effect is the simple sneak ladder working smoothly.
Adds uniform undersampling for the 3D rendered scene. GUI elements
are not undersampled, resulting in better playability for users
with low-performance platforms with readable fonts and formspecs.
The undersampling setting can be set to 0 (disabled), 2, 3, 4 pixels
which translates into a resolution reduction of x4, x9 or x16, and
is significant.
Adds the possibility to colorize item stacks based on their metadata.
In the item/node definition you can specify palette (an image file)
and color (fallback color if the item has no palette or metadata).
Then you can add palette_index to the metadata.
Dropped itemstacks with different colors do not merge.
- If the hand can dig a node the item wielded can't, allow to dig it anyway.
- Fix the API callbacks from setting the hand instead of the wielded item.
* Add joystick type detection (with joystick_type setting to override it)
* Fix multiple joysticks from interfering with each other by only reading from one (add joystick_id setting)
* Add support for Xbox controllers
* Proper support for continuation indents in clang format
* make src/wieldmesh.h proper and remove it from whitelist
* Add CLion default build directories in .gitignore
Add to MapgenBasic for use by multiple mapgens.
Add to mgv5 and mgv7, enabled by default.
Similar to mgvalleys caverns but half the scale.
Parameters for upper y limit, distance caverns taper to full size, and
noise threshold (full cavern size).
As with mgvalleys caverns are generated first and classic caves are
disabled in any mapchunk containing a cavern, to avoid excessive
spreading volumes of liquids.
This also avoids floating blobs of liquid where a large classic cave
has overgenerated out into a neighbouring previously-generated mapchunk.
* Update embedded jsoncpp from unk version to 0.10.6
0.10.6 is last release without c++11
* Make jsoncpp more compliant with its amalgamate
Jsoncpp cpp file should be upper, make the library like it does in amalgamate
* Reorganization: move minetest embedded libs outside of source tree to /lib
* Fix a dead grep in LINT
Add the missing paramtype2 for param2 controlling the liquid level
inside the glasslike_framed drawtype.
Add missing documentation of the feature to lua_api.txt.
Update and improve comments for drawtype enumerations in nodedef.h.
The setting limits map generation but affects nothing else.
Add 'mapgen_limit' to global mapgen parameters.
Move 'blockpos_over_mapgen_limit()' to the only place it is called
from: map.cpp.
Allow teleportation to any part of the world even if over the set
mapgen limit.
Simplify the reading of this limit in mgvalleys.
Remove the 'map_generation_limit' setting.
* [BUILD] Add clang format + build skipping
* Add clang-format tool to check codestyle.
Warning: it check the whole modified file, not the diff part, it's why it's lazy. Please also look if rules are perfect, i take the Linux codestyle from LLVM site
Fix issue #5415
* Skip building project if no file is modified
* Fix a wrong brace to trigger LINT
* Make lint step outside of unix build scope
* Add AccessModifierOffset: -8
* Typo fix & needs compile fix
* Fix header priorities
* Some performance optimizations
This is globally removing some memory useless copy
* use a const ref return on std::string Settings::get to prevent data copy on getters which doesn't need to copy it
* pass some stack created strings to static const as they are not modified anywhere
* Camera: return nametags per const ref instead of a list pointer, we only need to read it
* INodeDefManager: getAll should be a result ref writer instead of a return copy
* INodeDefManager: getAlias should return a const std::string ref
* Minimap: unroll a Scolor creation in blitMinimapPixersToImageRadar to prvent many variable construct/destruct which are unneeded (we rewrite the content in the loop)
* CNodeDefManager::updateAliases: prevent a idef getall copy
* Profiler: constness
* rollback_interface: create real_name later, and use const ref
* MapBlockMesh updateFastFaceRow: unroll TileSpec next_tile, which has a cost of 1.8% CPU due to variable allocation/destruction,
* MapBlockMesh updateFastFaceRow: copy next_tile to tile only if it's a different tilespec
* MapBlockMesh updateFastFaceRow: use memcpy to copy next_lights to lights to do it in a single cpu operation
The previous implementation applied the setting to blockpos_over_limit(),
objectpos_over_limit() and in createSector(), causing many bugs near the
world edge.
First revert the previous implementation.
Rename blockpos_over_limit() to blockpos_over_max_limit() for clarity.
Add a new function to mapblock.h called blockpos_over_mapgen_limit() that
checks against the map_generation_limit setting, and call this only from
the code that decides where mapgen stops.
Use MAX_MAP_GENERATION_LIMIT in objectpos_over_limit() to reduce the
chance of bugs, there is no need to use map_generation_limit here.
* showPauseMenu is now part of game
* remove many flags parameters passed to game functions, use the member.
* rename VolatileRunFlags to GameUIFlags (this will permit to share structure with client and CSM
* updatePointedThing: remove pointer ref, we already have the pointer in rundata
* move some attributes outside of VolatileRunFlags after renaming, to game class
* rename statustext to m_statustext
* make some const variables static
* All those changes permit to reduce a little bit function class cost and will permit to interface CSM with some interesting Game flags
* Expose GameUIFlags to client
* Client now have GameUIFlags parameter and setters for other classes
* Fix minimap show/hide in Lua because we now have access to the real flag
GameRunData is passed on many game functions, or one of its attributes whereas it's a member of the class. Remove it from functions arguments and call object directly from concerned functions.
This will reduce a little bit the Game class loop usage & very little bit the memory usage (due to non creation of pointer/references)
It is harmless for a biome listed in an ore or decoration registration
to be missing.
Now that we are registering certain biomes or not based on options
(such as floatland biomes), the biome lists in ore and decoration
registrations trigger these error messages, avoiding these error
messages would need a large amount of duplication of ore and decoration
registrations.
Sneaking won't actually hover you in the air, releasing shift guarantees not
falling down (same as in MC).
Sneak-jump no longer goes higher than a normal jump (^ was required for this).
Sneaking no longer avoids fall damage.
You can sneak on partial nodes (slabs, sideways slabs) correctly.
Sneaking doesn't "go out" as far anymore (0.29 instead of 0.4).
Can't jump when sneaking out as far as possible (breaks the sneak ladder).
* client side mods are located in clientmods/
* move builtin/preview.lua to clientmods/preview/init.lua as a preview mod
* refactor ModConfiguration class to work properly with client and server using child objects
* move some Server constructor mod load code to ModConfiguration to reduce code duplication between client and server
* remove mods.{cpp,h} unused functions
* use UNORDERED_SET instead of std::set in some modspec storages
* squashed: CSM: Implement register_globalstep
* Re-use fatal error mechanism from server to disconnect client on CSM error
* Little client functions cleanups
* squashed: CSM: add core.after function
* core.after is shared code between client & server
* ModApiUtil get_us_time feature enabled for client
* rename GameScripting to ServerScripting
* Make getBuiltinLuaPath static serverside
* Add on_shutdown callback
* Add on_receiving_chat_message & on_sending_chat_message callbacks
* ScriptApiBase: use IGameDef instead of Server
This permits to share common attribute between client & server
* Enable mod security in client side modding without conditions
This commit introduces a new bulk node lighting algorithm to minimize
lighting bugs during l-system tree generation, schematic placement and
non-mapgen-object lua voxelmanip light calculation.
If the block above the changed area is not loaded, it gets loaded to avoid
lighting bugs.
Light is updated as soon as write_to_map is called on a voxel manipulator,
therefore update_map does nothing.
If you happen to have a font_path setting that is incorrect,
minetest will just attempt to start the gui without a valid
font which leads to a segfault later on.
We can attempt to load the fallback font path fairly easy,
but if that fails we should give up with a proper error message
and not a weird segfault later. This forces an abort() if
the fallback fails as well, and prints a useful error
message to the console.
Add:
Bool for 'only_in_ground'.
Min and max corridor length.
Min and max room size with X, Y, Z components.
Min and max large room size with X, Y, Z components.
'only_in_ground = false' allows core mapgens to create structures
in air and water using dungeongen.
Corridor length parameters replace a fixed random range.
Room size parameters replace the former system where one parameter
'roomsize' was added to fixed random ranges.
All parameters are set for no change to current dungeon behaviour.
Remove some now-redundant and long-unused code.
Correct node placement prediction for attached colorwallmounted nodes.
Correct placement direction for colorfacedir and colorwallmounted nodes.
Correct detatch mechanism for attached colorwallmounted nodes.
Placing a structure that extends into mapblocks that extend past
map_gen_limit causes a crash. For example a sapling growing at the
world edge which adds leaves beyond the edge, or placing a structure
using the lua voxelmanip, or placing a schematic or l-system tree.
Do not run the 'load_if_inexistent' block of code if the mapblock
is over limit, this also marks the mapblock with the flag
VMANIP_BLOCK_DATA_INEXIST which later prevents blitting back those
mapblocks.
This fix therefore uses existing functionality by having the same
effect as the 'load_if_inexistent' bool being false.
This reverts the removal of Droid Sans as fallback font. The
license for this font used to be GPL2. I've updated the font
files to Liberation 2.00, which are SIL, and do not require
us to ship source code.
I've attempted to fix all the attribution and license strings,
and used the strings as provided by redhat for attribution
to make sure they're correct.
Last, I've removed a bunch of executable bits on files that do
not need them.
Fixes#5231
Previously in tunnel entrance floors only a single biome 'top' node was
placed and 'filler' nodes were missing.
Place 'top' and 'filler' nodes in tunnel entrance floors with depths
defined by the biome.
In tunnel entrances under rivers 'riverbed' nodes are placed to the
biome-defined depth.
Reduce the object limit by mapblock size, to avoid objects being
added just inside the map generation limit but in a block and sector
that extend beyond the map generation limit.
Change notification of 'objectpos over limit' from red in-chat ERROR
to in-terminal only WARNING, since this will happen often using mob
mods near the world's edge.
force_delete=true is usually set at shutdown in order to
also remove PlayerSAOs, however when too many objects
per block are detected force_delete is also set to true.
This was intended only for the current loop iteration but
obviously persisted to the next iterations thereby
deleting all other remaining SAOs.
It appears we were shipping font files without license text, and I
had my doubts about the bitmap fonts being usable directly.
This replaces existing TTF fonts with Apache-2.0 licensed fonts from
chome core (Cousine, Arimo, Tinos). Include the full license file
for all three fonts.
The Lucida Sans font bitmap is removed entirely for non-freetype
builds. There is therefore only mono fonts for non-freetype builds.
Fix footstep sounds coming from nodes to either side when walking on a
1 node wide row of nodebox slabs such as default:snow.
Fix sand footsteps when swimming in 1 node deep water.
Use a new function 'getFootstepNodePos()' instead of 'getStandingNodePos()'
to avoid using a horizontally-offset 'sneak node' for sounds.
Sound is selected from the node BS * 0.05 below the player's feet, so
that 1/16th slabs will play the slab sound but 1/32nd slabs will not.
If the player is not 'touching ground' the node detection position is
changed to BS * 0.5 below to preserve footstep sounds when landing after
a jump or fall.
This re-applies 2 commits that were reverted.
Visual_scale was applied twice to plantlike by accident sometime between
2011 and 2013, squaring the requested scale value. Visual_scale is
correctly applied once in it's other uses in signlike and torchlike.
Two lines of code are removed, they also had no effect for the vast
majority of nodes with the default visual_scale of 1.0.
The texture continues to have it's base at ground level.
Send sqrt(visual_scale) to old clients.
Keep compatibility with protocol < 30 clients now that visual_scale
is no longer applied twice to plantlike drawtype and mods are being
updated to a new value.
We want to reduce the chance that we get lots and lots of node
timers all happening once a second, because we're better off doing
small bits of work as they are available.
Reducing this to 0.2 seconds will greatly reduce the total amount
of nodetimers that elapse at the same instance, while not effecting
total work load. This results in a far better chance of the server
keeping up with work loads.
In createPlayingSoundAt(), AL_ROLLOFF_FACTOR is not set, so it has
the default value of 1.0, this makes the equation of the currently
used AL_EXPONENT_DISTANCE distance model identical to the equation
of the simpler AL_INVERSE_DISTANCE distance model.
Using AL_INVERSE_DISTANCE means an exponent is not processed,
exponents are quite intensive to process.
There is no change in sound attenuation behaviour.
The commented-out AL_ROLLOFF_FACTOR value is removed as it would
now have a different effect if used.
* mod can create a ModMetadata object where store its values and retrieve it.
* Modmetadata object can only be fetched at mod loading
* Save when modified using same time as map interval or at server stop
* add helper function to get mod storage path
* ModMetadata has exactly same calls than all every other Metadata